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/* $Id$ */
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# ifndef NETWORK_DATA_H
# define NETWORK_DATA_H
// Is the network enabled?
# ifdef ENABLE_NETWORK
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# include "../openttd.h"
# include "network.h"
# include "core/os_abstraction.h"
# include "core/config.h"
# include "core/packet.h"
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# define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
// The client-info-server-index is always 1
# define NETWORK_SERVER_INDEX 1
# define NETWORK_EMPTY_INDEX 0
typedef struct CommandPacket {
struct CommandPacket * next ;
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PlayerID player ; /// player that is executing the command
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uint32 cmd ; /// command being executed
uint32 p1 ; /// parameter p1
uint32 p2 ; /// parameter p2
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TileIndex tile ; /// tile command being executed on
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char text [ 80 ] ;
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uint32 frame ; /// the frame in which this packet is executed
byte callback ; /// any callback function executed upon successful completion of the command
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} CommandPacket ;
typedef enum {
STATUS_INACTIVE ,
STATUS_AUTH , // This means that the client is authorized
STATUS_MAP_WAIT , // This means that the client is put on hold because someone else is getting the map
STATUS_MAP ,
STATUS_DONE_MAP ,
STATUS_PRE_ACTIVE ,
STATUS_ACTIVE ,
} ClientStatus ;
typedef enum {
MAP_PACKET_START ,
MAP_PACKET_NORMAL ,
MAP_PACKET_END ,
} MapPacket ;
typedef enum {
NETWORK_RECV_STATUS_OKAY ,
NETWORK_RECV_STATUS_DESYNC ,
NETWORK_RECV_STATUS_SAVEGAME ,
NETWORK_RECV_STATUS_CONN_LOST ,
NETWORK_RECV_STATUS_MALFORMED_PACKET ,
NETWORK_RECV_STATUS_SERVER_ERROR , // The server told us we made an error
NETWORK_RECV_STATUS_SERVER_FULL ,
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NETWORK_RECV_STATUS_SERVER_BANNED ,
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NETWORK_RECV_STATUS_CLOSE_QUERY , // Done quering the server
} NetworkRecvStatus ;
typedef enum {
NETWORK_ERROR_GENERAL , // Try to use thisone like never
// Signals from clients
NETWORK_ERROR_DESYNC ,
NETWORK_ERROR_SAVEGAME_FAILED ,
NETWORK_ERROR_CONNECTION_LOST ,
NETWORK_ERROR_ILLEGAL_PACKET ,
// Signals from servers
NETWORK_ERROR_NOT_AUTHORIZED ,
NETWORK_ERROR_NOT_EXPECTED ,
NETWORK_ERROR_WRONG_REVISION ,
NETWORK_ERROR_NAME_IN_USE ,
NETWORK_ERROR_WRONG_PASSWORD ,
NETWORK_ERROR_PLAYER_MISMATCH , // Happens in CLIENT_COMMAND
NETWORK_ERROR_KICKED ,
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NETWORK_ERROR_CHEATER ,
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NETWORK_ERROR_FULL ,
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} NetworkErrorCode ;
// Actions that can be used for NetworkTextMessage
typedef enum {
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NETWORK_ACTION_JOIN ,
NETWORK_ACTION_LEAVE ,
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NETWORK_ACTION_SERVER_MESSAGE ,
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NETWORK_ACTION_CHAT ,
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NETWORK_ACTION_CHAT_COMPANY ,
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NETWORK_ACTION_CHAT_CLIENT ,
NETWORK_ACTION_GIVE_MONEY ,
NETWORK_ACTION_NAME_CHANGE ,
} NetworkAction ;
typedef enum {
NETWORK_GAME_PASSWORD ,
NETWORK_COMPANY_PASSWORD ,
} NetworkPasswordType ;
// To keep the clients all together
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struct NetworkClientState { // Typedeffed in network_core/packet.h
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SOCKET socket ;
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uint16 index ;
uint32 last_frame ;
uint32 last_frame_server ;
byte lag_test ; // This byte is used for lag-testing the client
ClientStatus status ;
bool writable ; // is client ready to write to?
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bool has_quit ;
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Packet * packet_queue ; // Packets that are awaiting delivery
Packet * packet_recv ; // Partially received packet
CommandPacket * command_queue ; // The command-queue awaiting delivery
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} ;
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typedef enum {
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DESTTYPE_BROADCAST , ///< Send message/notice to all players (All)
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DESTTYPE_TEAM , ///< Send message/notice to everyone playing the same company (Team)
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DESTTYPE_CLIENT , ///< Send message/notice to only a certain player (Private)
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} DestType ;
CommandPacket * _local_command_queue ;
SOCKET _udp_client_socket ; // udp client socket
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SOCKET _udp_server_socket ; // udp server socket
SOCKET _udp_master_socket ; // udp master socket
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// Here we keep track of the clients
// (and the client uses [0] for his own communication)
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NetworkClientState _clients [ MAX_CLIENTS ] ;
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# define DEREF_CLIENT(i) (&_clients[i])
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// This returns the NetworkClientInfo from a NetworkClientState
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# define DEREF_CLIENT_INFO(cs) (&_network_client_info[cs - _clients])
// Macros to make life a bit more easier
# define DEF_CLIENT_RECEIVE_COMMAND(type) NetworkRecvStatus NetworkPacketReceive_ ## type ## _command(Packet *p)
# define DEF_CLIENT_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(void)
# define DEF_CLIENT_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
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# define DEF_SERVER_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(NetworkClientState *cs, Packet *p)
# define DEF_SERVER_SEND_COMMAND(type) void NetworkPacketSend_ ## type ## _command(NetworkClientState *cs)
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# define DEF_SERVER_SEND_COMMAND_PARAM(type) void NetworkPacketSend_ ## type ## _command
# define SEND_COMMAND(type) NetworkPacketSend_ ## type ## _command
# define RECEIVE_COMMAND(type) NetworkPacketReceive_ ## type ## _command
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# define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
# define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
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void NetworkExecuteCommand ( CommandPacket * cp ) ;
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void NetworkAddCommandQueue ( NetworkClientState * cs , CommandPacket * cp ) ;
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// from network.c
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void NetworkCloseClient ( NetworkClientState * cs ) ;
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void CDECL NetworkTextMessage ( NetworkAction action , uint16 color , bool self_send , const char * name , const char * str , . . . ) ;
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void NetworkGetClientName ( char * clientname , size_t size , const NetworkClientState * cs ) ;
uint NetworkCalculateLag ( const NetworkClientState * cs ) ;
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byte NetworkGetCurrentLanguageIndex ( void ) ;
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NetworkClientInfo * NetworkFindClientInfoFromIndex ( uint16 client_index ) ;
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NetworkClientInfo * NetworkFindClientInfoFromIP ( const char * ip ) ;
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NetworkClientState * NetworkFindClientStateFromIndex ( uint16 client_index ) ;
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unsigned long NetworkResolveHost ( const char * hostname ) ;
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char * GetNetworkErrorMsg ( char * buf , NetworkErrorCode err , const char * last ) ;
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# endif /* ENABLE_NETWORK */
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# endif /* NETWORK_DATA_H */